using UnityEngine;

public class CharacterParticles : MonoBehaviour
{
	public ParticleSystem fallOutEffect;

	public ParticleSystem footEffect;

	public ParticleSystem jumpEffect;

	public ParticleSystem punchEffect;

	public ParticleSystem takeDamageEffect;

	public ParticleSystem healEffect;

	public ParticleSystem immoEffect;

	public ParticleSystem freezeEffect;

	public void SetParticleColors(Color c)
	{
		fallOutEffect.startColor = c;
		takeDamageEffect.startColor = c;
	}

	public void PlayFalloutEffect(Vector3 position, Vector3 euler)
	{
		fallOutEffect.transform.position = position;
		fallOutEffect.transform.eulerAngles = euler;
		fallOutEffect.Play();
	}

	public void PlayJumpEffect(Vector3 position)
	{
		jumpEffect.transform.position = position;
		jumpEffect.Play();
	}

	public void PlayPunchEffect(Vector3 position, Vector3 target)
	{
		punchEffect.transform.position = position;
		punchEffect.transform.LookAt(target);
		punchEffect.Play();
	}

	public void PlayTakeDamageEffect(Vector3 position, Vector3 direction)
	{
		takeDamageEffect.transform.position = position;
		takeDamageEffect.transform.LookAt(position + direction.normalized * 5f);
		takeDamageEffect.Play();
	}

	public void PlayHealthEffect(Vector3 position)
	{
		healEffect.transform.position = position;
		healEffect.Play();
	}

	public void PlayImmoEffect()
	{
		immoEffect.Play();
	}

	public void StopImmoEffect()
	{
		immoEffect.Stop();
	}

	public void PlayFreezeEffect(Vector3 position)
	{
		freezeEffect.transform.position = position;
		freezeEffect.Play();
	}
}
